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Betsy GPU compression usage in the editor causes an error on exit #103443
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This should be a quick fix. The call to finalize should be wrapped in RenderingServer.call_on_render_thread() |
I will go ahead and tackle this! This is the first issue I'm solving, so I hope I do it correctly. |
Ran into a bit of an issue. It seems that deferring the
After some classic print-debugging, it seems that the RenderingServer::get_singleton()->call_on_render_thread(Callable(this, "finalize")); I would really appreciate any and all guidance here! |
I figured this out I think! Had to bind the finalize method in ClassDB::bind_method(D_METHOD("finalize"), &RenderingDevice::finalize); |
If binding it is not desired, this might work instead: RenderingServer::get_singleton()->call_on_render_thread(callable_mp(this, &RenderingDevice::finalize)); |
Is it fine if I submit the PR with the binding? I can still change it if this is preferred. |
finalize shouldn't be bound through the ClassDB. That is for exposing functions to scripting |
Well, I just opened the PR. I will update it ASAP. |
Tested versions
Godot 4.4 RC3 15ff450
System information
Windows 10 64 bits NVIDIA GeForce GTX 1060 6GB
Issue description
While debugging something unrelated, I came across the following error when closing the editor:
Since I had a debugger attached to the error callback, I got its call stack:
Which shows it is because of the BetsyCompressor.
Steps to reproduce
I don't have them since I was in the middle of something else in a non-trivial project, and wasn't a blocker.
But I suspect it involves importing textures in the editor such that the Betsy GPU compressor gets invoked (Forward+), then closing the editor.
Minimal reproduction project (MRP)
N.A
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